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The
box is majestic in appearance, even legendary, I will
award it that compliment. It sure is an eye-catcher. Having
played the game for a short while, experiencing what it offered
in whatever rashes that it transmitted to me, the brightly
colored box that I began with remains to be the best highlight
of it all. It is fantastically unique depiction of some very
familiar characters who, at that time, were characterized
only as best as the graphical limits of the day could output.
Here Link displays a very Tom Sawyer-esque, eternal boyhood
image, that when you look at it makes sense to brand him that
way as the board game was meant for that "Ages 6 and
Up" crowd, which except for a few popular exceptions,
usually translates to strictly kids-only stuff. (A teenager
in 1988 is certainly not going to Toys 'R Us and walk up to
a cashier with this in hand, unless he has a younger sibling
along.) The Zodas are amazing and nicely detailed, too. Zelda,
although much, uh, looking much "fuller" than what
I imagined her size to be, also is a nice touch and goes well
with the rest of the scenic portrayal. I hope the original
artwork painting is hanging somewhere in an art museum, where
it belongs.
And
that just about does it for the positives. The fact of that
matter is there was no purpose for this board game to have
ever existed. The cardboard box, the paper used to make the
board game instructions, all would have benefited if it had
gone to better use: such as, to make an outer cardboard box
for The Legend Zelda video game and paper for the video
game's manual. Buy why, but why, why, why to create a board
game? A deficiently unneeded game of board? Did we really
build this city on unnecessary board games?

Because
Milton Bradley wanted a piece of some of that golden Zelda
ass. Nothing's going to stop them now.
The
Contents (Alt Title: Place Sand Inside, Present to Household
Cat)
I'm
not one for reading instructions on how to play board games,
especially those designed for children. For example, if you
need to read the rules on how to play The Game of Life, perhaps
you should not be living a life to be playing the game based
on it to begin with. I made an exception this time after looking
at the mess of cards and strange dice, and forced myself to
yield to it.
Instructions
Page
1, Page 2,
Page 3, Page
4
The first thing that struck me odd was the inclusion of only
one game piece. I could just imagine the men and women at
Milton Bradley who were presented with the project of transferring
a single-player video game played on the TV onto a static
board game for up to four children players. They could have
gotten creative and made, besides Link, a player tile of Ganon,
Zelda, or a fairy. It would have pleased all different types
of child personalities: the boy bully, the princess girl,
and the guy bully who believes he was born a princess girl.
Instead, there is one, and only one, which makes things "interesting,"
and by interesting I mean "George W. Bush holding a press
conference" interesting. Six-year-old kids, especially
the ADD video game playing ones, are going to be about as
welcoming to sharing a single player tile in a board game
as they are the NES controller during a real Zelda
game.

Behold,
the game pieces. There are in all four labeled dice, one numbered
die, thirty-three cardboard playing tiles, thirty-six heart
chips, and the aforementioned Link cardboard figure. The photograph
does not do them justice; they're much plainer looking in
person, really.
The
thirty-three cards, broken up into six colors to represent
the six divided worlds on the board, ascend in number as you
progress through the levels. I have not yet touched upon the
game mechanics in this article, so it's as good a time as
any. From my understanding of the instructions, the action
of the game comes from drawing cards from the shuffled deck
and hoping you turn over a magical item card, like a fairy
in World One. If you're unlucky to not have drawn a magical
item card, the player has to join with the other players to
defeat the enemy card, the only other sort of cards in these
decks. World One has a measly three cards in its pack, allowing
the chance of pulling a magical item only one third (or three-fourths
for those of you who failed out of math in high school). When
you do possess a magical item card, you are allowed to move
to the next world on the board. As you progress to more levels,
extra cards of enemies are thrown in for the later levels,
meaning more time and dice battling before finding the magical
item of that world. The World Two deck consists of four cards,
World Three has five, World Four six, etc. etc.
I'm
a regular mind reader, so I know you're wondering what happens
if an enemy card is chosen instead of a magical item card.
(Is it just me or is this is beginning to sound like a Sony
E3 press conference?) Well, that's where the excitement comes
in...the excitement of rolling dice! Yes, you get to battle
giant enemy crabs, or Tekittes, or whatever they're called,
through the use of brutal dice rolling! The number that appears
on the enemy card indicates its health points and how much
massive damage must be inflicted in order to defeat it. Each
die has two kinds of stickers on the six sides, four of which
are swords (attack) and the remaining two are red blanks (miss).
If you're still following along at home, that means an enemy
card which has two health points requires two or more dice
rolling on the sword side for victory. If you win, you pick
up a heart chip. If you lose, you remove a heart chip from
your supply. Lose 'em all, and you've lost not only the game,
but my respect as a human being.
There's
more to the delicate nature of the game rules, about two paragraphs
worth, but as it is I've written enough about them, probably
more than the whole instruction booklet or anyone on the face
of the Earth has. I think you get the picture, unless you
need the Cliff's Notes version: roll the numbered die, move,
pick up card, if it is an enemy card--battle with the other
dice, eventually obtain magical item, go to next world. In
case you're wondering, the final magical item card is Princess
Zelda, whose magic is far greater than that of raft or bomb:
it possesses the great power of love.

Moving
along before I become too overly feminine in my emotions...
There
she is spread out, legs open, flashing for all to see. She's
not a looker, but she'll do in a pinch. Diseased a little,
maybe. Look, what I'm trying to say is, she's a filthy stinking
whore with smeared make-up all over her face, but you're desperate,
you paid the money to the corporate overlords to bathe in
the goat blood, and, honey, it's bath time. You can judge
a book by its cover, because you bought it and used it in
the bathroom, it's been marked for good. Money can't buy you
love, but it can buy you this game board. Milton Bradley has
taught a very important lesson in finance and capitalism to
many a kid.
I
could tell this article was heading to rapidly delve into
the recesses of my cynicism, so I invited some friends over
to play and keep my mind busy from thinking.
If
I haven't mentioned it yet (and I don't think I have), the
board game, like the video game, can be played alone. By yourself.
You don't need them. You don't need any of them! In
fact, according to the rules, after you get the Zelda card
in World Six, if only one is playing, you don't have to roll
to win Princess Zelda. That's right, it's to my advantage
to play alone in my room without anybody around! It's to my
advantage to not have friends. Yes. They want to label you,
say you're too "artsy fartsy" and "poetic"
and, oh hell, too gay for their ape-like masculinity.
Well, that's just fine. I couldn't help the raspy lisp even
if I wanted to hold it back. God how I've wanted; how I've
tried.
Back
to what I was saying before the flashback, I invited two close
doll friends of mind, Steve Urkel and Baby Sinclair, and always
the fashionably late, Android Krang action figure to partake
in some bad board game festivities.
Unfortunately,
my "friends" got into a fight from the very start,
arguing over who would go and roll first. The instructions
clearly states that the "youngest" begins, but Urkel
made the astute point that Baby Sinclair was, even although
theoretically, the youngest, evolutionarily speaking, he was
in actuality the oldest of the three assembled. Krang did
not get into the fight; he was too busy blubbering to Shredder
on the turtle comm something about making a pot of turtle soup. When finally
Urkel brought up affirmative action, Baby and Android Krang
looked at each other and shared a sigh, rolling their eyes
a little. I tried to stop the ruckus, but before I could Krang
went to looking at the back side of every card. When Urkel,
confused at what Krang was doing, asked him, Krang replied,
"I seeeee Keeploops and Ganon cardsss, but I have not
seeeeen any race cards as of yet. Don't worry, I'm still looking,
blabblabblab...." Baby then was all "Aw shit!,"
Urkel snorted loudly, and I drank heavily.


The
game appropriately stopped when Baby Sinclair reached down
and forced Link into his mouth, all the while saying, "Not
the mama! Not the mama!" It made us all have a good chuckle,
hearing that good catch phrase again, but after the twentieth
time he recited it, I began to indulge in more drinking. Heavy
drinking.

Krang
got out of control and began stuffing his android body with
paper hearts after convincing himself that God had chosen
him to capture the Princess card and become the new Son of
Man. He was tripping on something, definitely.

Everything
else that evening was a blur. All that remains are these graphic
developed pictures. (I was wondering at the time why that
clean shaven man at CVS slipped in his phone number inside
the envelope of photographs when he handed them to me. Now
I know.)

I
can't remember if we ever did make it to World Six and save
the Princess Zelda by rolling four matching dice swords, but
I do know we all have memories to last a lifetime pent up
in the back subconsciousness of our minds. We, strangers from
different walks of life, came together that day, and touched
each other's hearts. We are The Milton Bradley Club, and we
shared out innermost secrets, desires, and faults together.
We also found how badly this board game sucked, and how much
time has been wasted playing it and subsequently writing this
cute review. Looking on the bright side, at least I'm not
a fat guy who makes obscure references about Star Wars all
day on his computer. (No, I make obscure "I Am Error"
references instead, and it's just that more productive in
the long run to do so, too.)
The
shamelessness is high on this merchandising item that should
never have existed, which is why I give The Legend of Zelda
board game a rating of:

ONE
VOYEURISTIC UPSKIRT UNDERAGED GIRL RIDING BICYCLE!
Have
you no shame, Milton Bradley and Nintendo? Have you no shame?

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